diff --git a/Assets/CameraBehaviour.cs b/Assets/CameraBehaviour.cs index b0507c6..445877b 100644 --- a/Assets/CameraBehaviour.cs +++ b/Assets/CameraBehaviour.cs @@ -9,7 +9,6 @@ public class CameraBehaviour : MonoBehaviour private const int MouseZoomMax = 20; //相机距离最大值 private const float XSpeed = 250.0f; private const float YSpeed = 120.0f; - private const int YMinLimit = -360; private const int YMaxLimit = 360; @@ -23,11 +22,11 @@ public class CameraBehaviour : MonoBehaviour private Vector3 _initPosition; //平移时用于存储平移的起点位置 private Vector3 _cameraX; //相机的x轴方向向量 private Vector3 _cameraY; //相机的y轴方向向量 - private Vector3 _cameraZ; //相机的z轴方向向量 - private Vector3 _initScreenPosition; //中键刚按下时鼠标的屏幕坐标(第三个值其实没什么用) private Vector3 _cursorScreenPosition; //当前鼠标的屏幕坐标(第三个值其实没什么用) + private Camera _mainCamera; + private void Start() { //这里就是设置一下初始的相机视角以及一些其他变量,这里的x和y。。。是和下面getAxis的mouse x与mouse y对应 @@ -36,13 +35,16 @@ private void Start() _eulerY = angles.x; _targetPosition = target.position; _cameraRotation = Quaternion.Euler(_eulerY + 60, _eulerX, 0); + // 引入中间变量 提高代码效率 var transform1 = transform; - transform1.rotation = _cameraRotation; //设置相机姿态 - /*var position = - _cameraRotation * new Vector3(0.0F, 0.0F, -_distance) + - _targetPosition; //四元数表示一个旋转,四元数乘以向量相当于把向量旋转对应角度,然后加上目标物体的位置就是相机位置了*/ - transform1.position = _cameraRotation * new Vector3(0, 0, -_distance) + _targetPosition; //设置相机位置 + //设置相机姿态 + transform1.rotation = _cameraRotation; + //设置相机位置 + transform1.position = _cameraRotation * new Vector3(0, 0, -_distance) + _targetPosition; + + // 获得主摄像机 + _mainCamera = Camera.main; } private void Update() @@ -65,7 +67,7 @@ private void Update() } else if (Input.GetAxis("Mouse ScrollWheel") != 0) //鼠标滚轮缩放功能 { - if (_distance >= MouseZoomMin && _distance <= MouseZoomMax) + if (_distance is >= MouseZoomMin and <= MouseZoomMax) { _distance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity; } @@ -91,12 +93,11 @@ private void Update() var transform1 = transform; _cameraX = transform1.right; _cameraY = transform1.up; - _cameraZ = transform1.forward; _initScreenPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, _targetOnScreenPosition.z); //targetOnScreenPosition.z为目标物体到相机平面的法线距离 - _targetOnScreenPosition = Camera.main!.WorldToScreenPoint(_targetPosition); + _targetOnScreenPosition = _mainCamera.WorldToScreenPoint(_targetPosition); _initPosition = _targetPosition; } @@ -117,7 +118,6 @@ private void Update() if (Input.GetMouseButtonUp(2)) { - Debug.Log("upOnce"); //平移结束把cameraTargetPosition的位置更新一下,不然会影响缩放与旋转功能 _targetPosition = target.position; }